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start:glossary [2017/01/08 21:19]
Champion Admin ↷ Page moved from help:start:glossary to start:glossary
start:glossary [2018/08/29 00:21]
Champion Admin
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 ====== DarkLight Glossary ====== ====== DarkLight Glossary ======
-  ; Abstraction : A general term used to describe an object and all of its attached content. For example, an event that triggers a PRO can have other pieces of information published to it. An abstraction can be seen in the Abstraction Graph and the Event View.  
   ; Contextual Memory : Content ingested into DarkLight to provide //context// for your PROs. This is data like employee records, property databases, etc.   ; Contextual Memory : Content ingested into DarkLight to provide //context// for your PROs. This is data like employee records, property databases, etc.
-  ; Collection : a list of entities that can be used by PROs to either include or exclude specific individuals. For example, a list of administrators who are allowed to perform actions that would otherwise be outside their role in the company.+  ; Collection : a list of entities that can be used by playbooks to either include or exclude specific individuals. For example, a list of administrators who are allowed to perform actions that would otherwise be outside their role in the company.
   ; Entity : An individual instance in the data. For example, an ontology might define a Department as a class, but //Department-Marketing// would be an instance of that class.   ; Entity : An individual instance in the data. For example, an ontology might define a Department as a class, but //Department-Marketing// would be an instance of that class.
-  ; Graph : Ontologies are typically represented as graphs, because they contain nodes and links. The Abstraction Graph in DarkLight represents the selected event as a graph.+  ; Graph : An "RDF Graph" (Resource Description Framework) is a structured way to represent objects (nodes) connected to each other with named edges (links)Nodes and links are defined in the ontology as Classes and Properties, respectively
   ; Ontology Class : Part of the ontology definition, a class defines a container of information. The naming convention used in DarkLight is that classes start with capital letters and use CamelCase. The icon used for a class in DarkLight is an open circle {{:help:icon-class.png?nolink|}}   ; Ontology Class : Part of the ontology definition, a class defines a container of information. The naming convention used in DarkLight is that classes start with capital letters and use CamelCase. The icon used for a class in DarkLight is an open circle {{:help:icon-class.png?nolink|}}
-  ; Ontology Data Property : Part of the ontology definition, a data property is used to describe an object. Data Properties have ranges that describe what type of data they represent. In DarkLight these ranges are:\\ +  ; Ontology Data Property : Part of the ontology definition, a data property is used to describe an object. In DarkLight, data properties are used to link facts to objects. Data Properties have ranges that describe what type of data they represent. In DarkLight these ranges are:\\ 
   * {{:help:icon-prop-date.png?nolink|}} date   * {{:help:icon-prop-date.png?nolink|}} date
   * {{:help:icon-prop-int.png?nolink|}} integer (whole number)   * {{:help:icon-prop-int.png?nolink|}} integer (whole number)
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   * {{:help:icon-prop-multi.png?nolink|}} multiple   * {{:help:icon-prop-multi.png?nolink|}} multiple
  
-  ; Ontology Object Property : Part of the ontology definition, an object property is like a property and a class (so its icon is a circle in a square {{:help:icon-prop-obj.png?nolink|}}). It can be used to describe a class but can also have its own data properties. A good example of this is a "Manager" can be a property of a class "Employee" but is itself an Employee. This allows your ontology to already inherit all the properties of employees for each manager.+  ; Ontology Object Property : Part of the ontology definition, an object property is like a property and a class (so its icon is a circle in a square {{:help:icon-prop-obj.png?nolink|}}). It can be used to describe a class but can also have its own data properties. A good example of this is a "Manager" can be a property of a class "Employee" but is itself an Employee. This allows your ontology to already inherit all the properties of employees for each manager. In DarkLight, object properties are used to link two objects together.
   ; OWL : The Web Ontology Language is a formally-defined set of descriptions used to define an ontology.   ; OWL : The Web Ontology Language is a formally-defined set of descriptions used to define an ontology.
-  ; PRO : The Programmable Reasoning Object is used by DarkLight to process information as it flows through the system. The PRO is the mechanism the analyst uses to create the automated rules and conditions. The icon for a PRO is a Class with a gear inside {{:help:icon-pro.png?nolink|}}+  ; Package : A JSON-formatted file that DarkLight creates when an event enters the system. The package passes through the steps in one or more playbooks and contains all of the information from the originating event plus any variables and graphs the playbooks add. The playbook has a section for variables (the ''miscData'') and a section for graphs. The primary graph in a package is named ''_default_''
 +  ; PRO Playbook : The Programmable Reasoning Object Playbook is used by DarkLight to process information as it flows through the system. The PRO is the mechanism the analyst uses to create the automated rules and conditions. 
   ; RDF : Resource Description Framework - a structured way to describe an ontology. See [[http://www.dlib.org/dlib/may98/miller/05miller.html|this article]] for more details.   ; RDF : Resource Description Framework - a structured way to describe an ontology. See [[http://www.dlib.org/dlib/may98/miller/05miller.html|this article]] for more details.
 +  ; Value : The contents of a variable, regardless of how many individual items are in the variable. Values can be in the form of a single item, or as an array of elements in rows and columns. If a step asks for a Value, it must be written in FreeMarker syntax ''${likeThis}'' ''${orThis[0]}'' ''${orSometimesThis[0][0]'' and will have the FreeMarker icon {{:step:freemarker.png?nolink|}} next to it.
 +  ; Variable : The name given to something you want to refer to later. Variables are stored in the Package ''miscData''. When content arrives to package from a Data Feed, it is put into a variable called ''rawInput'' by default. If a step asks for a variable, it does not need to use Freemarker syntax.
   ; White List : A list of exceptions to a rule. These are maintained in DarkLight in a Collection.   ; White List : A list of exceptions to a rule. These are maintained in DarkLight in a Collection.
-  ; Working Memory : The part of the database that DarkLight uses to process incoming dataPROs can pull objects into working memory from contextual memory+  ; Working Memory : The part of the knowledge base that DarkLight uses to store the results of playbooksPlaybooks can also pull objects out of working memory as a part of their logic
      
      
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